Abilities
What every ability does, and what it lands for against a real suit. For a whole fight, use the matchup; for one hit, the damage calculator.
1 of 547 · vs Batman at Defense 52
| Ability | Base dmg | Hit on Batman | Cooldown | Time to kill | Range |
|---|---|---|---|---|---|
Rising Radiationactive Throw an irradiated uppercut and ride it off the floor. Anyone stood in front of you as you go up is carried with you, poisoned by the burn coming off your fists, and left to come down on their own. Captain Atom | 7 | 5 212 uses | 30.0s | 1h 45m | 3 |
A dash means the value doesn't apply: a passive has no cooldown, and a buff deals no damage.
"Hit on Batman" uses the average Attack of the suits that carry each ability, on the same scale the in-game health bar shows (a full bar reads 1000).
Time to kill assumes every hit lands and you re-use the ability the moment it's off cooldown, at a middling Utility roll. Treat it as a floor; real fights take longer.